Luciano Gamberini
Biographic Data
| ID | 1716352 |
|---|---|
| NAME | Luciano Gamberini |
| GIVEN NAMES | Luciano |
| FAMILY NAME | Gamberini |
| SIGNATURE | GAMBERINI L |
| AFFILIATIONS | University of Padua |
| ORCID | 0000-0003-0461-2752 |
| VERIFIED | Yes |
| TOTAL WORKS | 15 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 15 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2005 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Virtual and Augmented Reality in Sensory Marketing: A Systematic Review
This review is intended to provide an up‐to‐date overview of sensory marketing research exploiting virtual and augmented reality technologies in the retail scenario. The five senses play a fundamental role in the purchasing experience, and the lack of multisensorial interaction with the product is one of the factors that prevent e‐commerce from becoming the first choice of customers, especially for certain categories of products. Virtual and augm…
Enhancing shopping experience in augmented reality by customizing product manipulation modalities: A customer experience study
In recent years, Augmented Reality (AR) technology has permeated various domains. This paper focuses on the critical aspect of enhancing customer interaction within AR e-commerce environments by investigating the impact of virtual product size manipulation on usability, user experience, and shopping satisfaction. We tested two manipulation modalities: an unconstrained scaling modality, enabling users to manually adjust product dimensions, and an …
Understanding workers’ psychological states and physiological responses during human–robot collaboration
Similarity attracts, or does it? Studying personality-based convergence and sense of engagement with a digital health assistant
Digital services aim to keep the users engaged by personalizing their offer. • Personalization is mainly via similarity with users’ characteristics/past choices. • Digital Health Assistants are chatbots implemented in health applications. • We created three personality-based linguistic variants of a Digital Health Assistant. • We tested the effect of user-DHA personality convergence on engagement. According to the similarity-attraction hypothesis…
Exploring age-related phenomena in VR-based teleoperations: A human-centered perspective for industry 5.0
The increasingly aging workforce is bringing particular attention to senior individuals in production sectors. While the interest in Virtual Reality (VR) applications for industrial robotics grows, the question of whether and how senior workers can withstand VR-based repetitive tasks arises. We here aimed to answer such questions by systematically assessing young and senior users’ experiential, behavioural, and cognitive factors during simulated …
Enhanced Interactivity in VR-based Telerobotics: An Eye-tracking Investigation of Human Performance and Workload
Virtual Reality (VR) is gaining ground in the robotics and teleoperation industry, opening new prospects as a novel computerized methodology to make humans interact with robots. In contrast with more conventional button-based teleoperations, VR allows users to use their physical movements to drive robotic systems in the virtual environment. The latest VR devices are also equipped with integrated eye-tracking, which constitutes an exceptional oppo…
Modeling the Conversation with Digital Health Assistants in Adherence Apps: Some Considerations on the Similarities and Differences with Familiar Medical Encounters
Digital health assistants (DHAs) are conversational agents incorporated into health systems' interfaces, exploiting an intuitive interaction format appreciated by the users. At the same time, however, their conversational format can evoke interactional practices typical of health encounters with human doctors that might misguide the users. Awareness of the similarities and differences between novel mediated encounters and more familiar ones helps…
Co-Design in Electrical Medical Beds with Caregivers
Among the plethora of instruments present in healthcare environments, the hospital bed is undoubtedly one of the most important for patients and caregivers. However, their design usually follows a top-down approach without considering end-users opinions and desires. Exploiting Human-centered design (HCD) permits these users to have a substantial role in the final product outcome. This study aims to empower caregivers to express their opinion abou…
Facing with Collaborative Robots: The Subjective Experience in Senior and Younger Workers
In the past few years, collaborative robots (i.e., cobots) have been largely adopted within industrial manufacturing. Although robots can support companies and workers in carrying out complex activities and improving productivity, human factors related to cobot operators have not yet been thoroughly investigated. The present study aims to understand the subjective experience of younger and senior workers interacting with an industrial collaborati…
Augmented Reality as a research tool: Investigating cognitive-motor dual-task during outdoor navigation
Spotting faked 5 stars ratings in E-Commerce using mouse dynamics
Subliminal Cueing of Selection Behavior in a Virtual Environment
The performance of current graphics engines makes it possible to incorporate subliminal cues within virtual environments (VEs), providing an additional way of communication, fully integrated with the exploration of a virtual scene. In order to advance the application of subliminal information in this area, it is necessary to explore in the psychological literature how techniques previously reported as rendering information subliminal can be succe…
Passengers’ activities during short trips on the London Underground
Oops, I forgot the light on! The cognitive mechanisms supporting the execution of energy saving behaviors
Mediated Pointing and the Corporeal Field
Pointage médiatisé et le champ corporel. «Pointer » est l'acte d'identification du réfèrent réalisé en positionnant une partie du corps dans une relation de contiguïté avec lui. Cet article traite d'un cas particulier de pointage, accompli au moyen d'outils digitaux contrôlés par les mouvements de l'usager. Il discute ce type de référence par rapport aux définitions des gestes de pointage présentes dans la littérature. Cette discussion se fonde s…
Mediated Pointing and the Corporeal Field
Pointage médiatisé et le champ corporel. «Pointer » est l'acte d'identification du réfèrent réalisé en positionnant une partie du corps dans une relation de contiguïté avec lui. Cet article traite d'un cas particulier de pointage, accompli au moyen d'outils digitaux contrôlés par les mouvements de l'usager. Il discute ce type de référence par rapport aux définitions des gestes de pointage présentes dans la littérature. Cette discussion se fonde s…
Passengers’ activities during short trips on the London Underground
Oops, I forgot the light on! The cognitive mechanisms supporting the execution of energy saving behaviors
Subliminal Cueing of Selection Behavior in a Virtual Environment
The performance of current graphics engines makes it possible to incorporate subliminal cues within virtual environments (VEs), providing an additional way of communication, fully integrated with the exploration of a virtual scene. In order to advance the application of subliminal information in this area, it is necessary to explore in the psychological literature how techniques previously reported as rendering information subliminal can be succe…
Spotting faked 5 stars ratings in E-Commerce using mouse dynamics
Facing with Collaborative Robots: The Subjective Experience in Senior and Younger Workers
In the past few years, collaborative robots (i.e., cobots) have been largely adopted within industrial manufacturing. Although robots can support companies and workers in carrying out complex activities and improving productivity, human factors related to cobot operators have not yet been thoroughly investigated. The present study aims to understand the subjective experience of younger and senior workers interacting with an industrial collaborati…
Augmented Reality as a research tool: Investigating cognitive-motor dual-task during outdoor navigation
Co-Design in Electrical Medical Beds with Caregivers
Among the plethora of instruments present in healthcare environments, the hospital bed is undoubtedly one of the most important for patients and caregivers. However, their design usually follows a top-down approach without considering end-users opinions and desires. Exploiting Human-centered design (HCD) permits these users to have a substantial role in the final product outcome. This study aims to empower caregivers to express their opinion abou…
Enhanced Interactivity in VR-based Telerobotics: An Eye-tracking Investigation of Human Performance and Workload
Virtual Reality (VR) is gaining ground in the robotics and teleoperation industry, opening new prospects as a novel computerized methodology to make humans interact with robots. In contrast with more conventional button-based teleoperations, VR allows users to use their physical movements to drive robotic systems in the virtual environment. The latest VR devices are also equipped with integrated eye-tracking, which constitutes an exceptional oppo…
Modeling the Conversation with Digital Health Assistants in Adherence Apps: Some Considerations on the Similarities and Differences with Familiar Medical Encounters
Digital health assistants (DHAs) are conversational agents incorporated into health systems' interfaces, exploiting an intuitive interaction format appreciated by the users. At the same time, however, their conversational format can evoke interactional practices typical of health encounters with human doctors that might misguide the users. Awareness of the similarities and differences between novel mediated encounters and more familiar ones helps…
Exploring age-related phenomena in VR-based teleoperations: A human-centered perspective for industry 5.0
The increasingly aging workforce is bringing particular attention to senior individuals in production sectors. While the interest in Virtual Reality (VR) applications for industrial robotics grows, the question of whether and how senior workers can withstand VR-based repetitive tasks arises. We here aimed to answer such questions by systematically assessing young and senior users’ experiential, behavioural, and cognitive factors during simulated …
Enhancing shopping experience in augmented reality by customizing product manipulation modalities: A customer experience study
In recent years, Augmented Reality (AR) technology has permeated various domains. This paper focuses on the critical aspect of enhancing customer interaction within AR e-commerce environments by investigating the impact of virtual product size manipulation on usability, user experience, and shopping satisfaction. We tested two manipulation modalities: an unconstrained scaling modality, enabling users to manually adjust product dimensions, and an …
Understanding workers’ psychological states and physiological responses during human–robot collaboration
Similarity attracts, or does it? Studying personality-based convergence and sense of engagement with a digital health assistant
Digital services aim to keep the users engaged by personalizing their offer. • Personalization is mainly via similarity with users’ characteristics/past choices. • Digital Health Assistants are chatbots implemented in health applications. • We created three personality-based linguistic variants of a Digital Health Assistant. • We tested the effect of user-DHA personality convergence on engagement. According to the similarity-attraction hypothesis…
Virtual and Augmented Reality in Sensory Marketing: A Systematic Review
This review is intended to provide an up‐to‐date overview of sensory marketing research exploiting virtual and augmented reality technologies in the retail scenario. The five senses play a fundamental role in the purchasing experience, and the lack of multisensorial interaction with the product is one of the factors that prevent e‐commerce from becoming the first choice of customers, especially for certain categories of products. Virtual and augm…
Psychology (11 works) · Computer Science (10 works) · Artificial Intelligence (9 works) · Human–computer interaction (7 works) · Engineering (6 works) · Virtual Reality Applications and Impacts (6 works) · Applied Psychology (5 works) · Cognitive psychology (5 works) · Human-Automation Interaction and Safety (5 works) · Robot (4 works)